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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
add parameters and push constants to ntsc-gauss-pass
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18bcb94089
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@ -1,16 +1,22 @@
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#version 450
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float NTSC_CRT_GAMMA;
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float NTSC_DISPLAY_GAMMA;
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} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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} global;
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#define NTSC_CRT_GAMMA 2.5
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#pragma parameter NTSC_CRT_GAMMA "NTSC CRT Gamma" 2.5 0.0 10.0 0.1
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#define NTSC_DISPLAY_GAMMA 2.1
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#pragma parameter NTSC_DISPLAY_GAMMA "NTSC Display Gamma" 2.1 0.0 10.0 0.1
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#pragma stage vertex
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 0) in vec4 Position;
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@ -23,8 +29,8 @@ void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord;
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pix_no = TexCoord * global.SourceSize.xy;
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pix_no = TexCoord * registers.SourceSize.xy;
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one = 1.0 / global.SourceSize.xy;
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one = 1.0 / registers.SourceSize.xy;
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -34,7 +40,7 @@ layout(location = 2) in vec2 pix_no;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(NTSC_CRT_GAMMA))
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#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(registers.NTSC_CRT_GAMMA))
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void main()
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void main()
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@ -58,5 +64,5 @@ void main()
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scanline += frame3 * exp(-5.0 * dist3 * dist3);
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scanline += frame3 * exp(-5.0 * dist3 * dist3);
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scanline += frame4 * exp(-5.0 * dist4 * dist4);
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scanline += frame4 * exp(-5.0 * dist4 * dist4);
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FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / NTSC_DISPLAY_GAMMA)), 1.0);
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FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / registers.NTSC_DISPLAY_GAMMA)), 1.0);
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}
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}
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